Whipped up a Forged in the Dark table reference to help with determining position and effect.

Whipped up a Forged in the Dark table reference to help with determining position and effect.

Whipped up a Forged in the Dark table reference to help with determining position and effect. I hope you find it useful!

https://technicalgrimoire.com/references

https://technicalgrimoire.com/references

A question about the use of Rivals and Enemies in your game: How proactive should these NPCs be and to what extent…

A question about the use of Rivals and Enemies in your game: How proactive should these NPCs be and to what extent…

A question about the use of Rivals and Enemies in your game: How proactive should these NPCs be and to what extent are they involved in the events? The book doesn’t seem too clear on this. Do you have your enemies and rivals waiting in the wings to crop up when rolls go bad or entanglements are needed, or would you have them activily working against the PCs? I really want to start introducing some of these NPCs to the game but I’m worried I’d bog the players down in conflicts not of their choosing in freeplay – having to use valuable stress boxes/resources to deal with them etc. In other PbtA games there are Principles like – Make the Characters Lives Not Boring; there is a sense it is the GMs job to introduce trouble to the characters lives and watch what happens. With the sandbox style of Blades – would this be appropriate? My players are new to sandbox play so I’m trying to find ways to prod them into action!

Hi I posted a question but my post was censored with no explanation.

Hi I posted a question but my post was censored with no explanation.

Hi I posted a question but my post was censored with no explanation. It was perfectly innocent. I dont understand, can a moderator explain why. Do I need to reword it. It concerned another book, mentioned and talked about on this group ages ago. Odd.

After an unplanned hiatus, the crew of the Electrick EEK is back!

After an unplanned hiatus, the crew of the Electrick EEK is back!

After an unplanned hiatus, the crew of the Electrick EEK is back! And what a reunion. The choices the players made for their characters this time reminded me of the most dramatic moments of Peaky Blinders. They had a choice to get back to their identity as canal racers or lean into a life of crime. Come see what they chose…

Originally shared by Eli Kurtz

Score #05: Cruel Vengeance

CW: In the final third of this session, there is a scene of fairly graphic torture and murder

After a month of lying low, things look bad for the crew of the Electrick EEK and for the Dockers union efforts they support. Benji Overstreet endured a month of strict house arrests and grueling Bluecoat “interviews” to give Clank and Johnathan Black time to recover from the wounds they suffered in the last session. In that time, the union effort has been all but squashed: its leaders portrayed as traitors, its strikes broken by Bluecoats, and the jobs it sought to create frozen by vindictive factory owners.

After so much time twiddling thumbs and with so much progress lost, what’s the crew of the EEK to do? As it turns out, they set themselves upon a path of revenge.

https://www.youtube.com/watch?v=lxNwbI93Mt0&list=PLNmwv04gc3RrRILd05BcpUJywUbmG88TH&index=6

Hi Blades pals

Hi Blades pals

Hi Blades pals,

My Forged in the Dark game, Copperhead County, an outlaw country RPG about Breaking-Bad-ian, David-Simon-ian organized crime in the modern, non-magical South, has had an update to v3, with a revamped Claims system and other changes to the core Turf/Tier faction game. I think they’re neat!

CC is a fully playable, nearly finished FitD game with an original setting, playbooks, crews, maps, and a soundtrack. Check it out if you want to go on modern criminal adventures. Do crimes! Do politics! Achieve the American dream of wealth and status by hook and/or by crook.

Plus, if you’re going to be at Big Bad Con this October, Team Copperhead County’s own Michael Crowley will be running a CC game, The Two-Snake Sashay, which promises a dive into the cutthroat world of local electoral politics. Hot damn if that doesn’t sound like a good time:

https://www.bigbadcon.com/events/copperhead-county-the-two-snake-sashay/

https://zzzwizard.itch.io/copperhead

Hello everyone!

Hello everyone!

Hello everyone!

Well, I was doing a hack of blades on Vikings in a low magic midgard.

I finally moved forward and decided to do it in my native language, Spanish. When I have advanced more I will translate it.

If someone is interested in seeing the progress in that language, you can ask me and I will send you the link.

This publication is also to tell you that I changed many things and the hack is becoming something else. The idea is the following.

The game is centered on Midgard and the neighboring realms, Vanaheim, Jotünheim, Alfheim, and Svartalfaheim. (There are other kingdoms, but their access is more difficult or they are further away).

The idea (very brief) is that men have managed to adapt an Alfheim mineral, much appreciated by the Ljófalsar (light elves) to create an engine capable of propelling drakkars through the sky (airship style.) Imagine the Drakkar and the balloon, made with dragon skin) the men are at war with the Ljofalsar, there is a slow industrial revolution and the game is based on the players, their drakkar and manage a settlement that produces riches in one of the neighboring kingdoms. the cohorts will be a “Fleet” (get smaller drakkars with a crew)

I have a most detailed idea and I am doing the introduction of the manual. ( I already have playbook sheets and crew sheets for playtesting) A designer friend will do the layout and art, so it’s getting serious. I would like to hear opinions of the idea.

Greetings to all and thanks for all the good attention and response always.

Pd: sory for mi english, a Lot comes from the google traductor. (I read it just well, but i’m pretty bad for writing)

Finally got round to playing session #2 of #AFistfullofDarkness.

Finally got round to playing session #2 of #AFistfullofDarkness.

Finally got round to playing session #2 of #AFistfullofDarkness. From our first session, the players (a Gamble, a Shot and a Totem) before we even set foot in a score, managed to murder a wealthy mine owner because they didn’t agree with him keeping slaves. They lured him out to Mourning Woods by seducing him with the Gamble, and then killed him.

They then proceeded with the score; saving the Miners trapped in the Mudwater Hellstone mine. Someone had struck a deal with a demon lord and started a ritual to release him from the netherrealm (or where ever it is that demons come from). We tested out the Dungeon generator rules, but after session 1 I all but abandoned it in favour of the more Blades-esc style score. Some things I liked about the dungeon generator was that it gave clear objectives, loot from dead enemies, and gave a score type that wasn’t against another person, but against whatever is in the “dungeon”. What I didn’t like was that each enemy (or group of enemies) was given a clock level difficulty to “overcome” it (with the difficulty of the clock remaining the same regardless of how you approached the situation; my players came upon a sleeping 12-clock shadow demon and spent a very large chunk of time sneaking past it by filling said clock and lost almost all their Grit in doing so). So after we closed for the session, I decided to abandon the enemy clocks and go for a more blades style enemy system for session 2.

Session 2 began with the players entering the ritual chamber, where a staff was sealed into a stone, had a pentagram of blood at its base, and was shooting a lazer into the air, generating a portal that a massive demon was coming through. After evading a large fire demon, and finding a large lorry with a drill on it’s front, the players managed to destroy the staff and seal the portal, as well as rescue the survivors in the cave. Removing the clocks for enemies made this a much smoother experience and was a lot less taxing on the player’s Grit pools.

Next session the players have to deal with the new “They find the body” clock, as I decided to roll Security clock in the payoff section of the score. That’s another thing I love, these values for law, chaos, wealth etc in a town are awesome plot hooks!

All in all we’ve been having a blast playing!

Hello, I’d love to play blades or any hack for them as a player or swapping gm.

Hello, I’d love to play blades or any hack for them as a player or swapping gm.

Hello, I’d love to play blades or any hack for them as a player or swapping gm. I was gming one blades campaign and a couple of S&V sessions. I have no problem in joining running game. UTC +2. Pref weekends, but I have free September. 🙂

Hi!

Hi!

Hi! We are a Norwegian group playing our first campaign of Scum and Villainy, tomorrow is our third session, loving the game! 🙂 A couple of questions have popped up, maybe you have some suggested answers?

1) It seems that you can purchase a ship module for 6 cred as an aquire assets downtime action, as long as it’s legal. Can you upgrade the quality ratings as well in this way? Our group spends all its cred buying modules, is this what most crews end up doing?

2) When characters drop out due to trauma, how do you usually narrate this? We had one character max out on stress close to the end of the session, they were all aboard the Cerberus and he Resisted a consequence to the ship. There didn’t seem like an obvious way to get him out of the action, so we just narrated that he was stressed out about the situation and didn’t contribute much to finishing the job. Would you usually narrate that the character is “physically” removed from the mission?